Optimize asset registry paths check to use StringUtils::CompareIgnoreCase instead of String::ToLowerToLower

#765
This commit is contained in:
2022-10-29 11:42:06 +02:00
parent 5cfe3b88c7
commit c41248f402
+9 -19
View File
@@ -281,7 +281,6 @@ bool AssetsCache::FindAsset(const StringView& path, AssetInfo& info)
auto& e = i->Value;
if (e.Info.Path == path)
{
// Validate file exists
if (!IsEntryValid(e))
{
LOG(Warning, "Missing file from registry: \'{0}\':{1}:{2}", e.Info.Path, e.Info.ID, e.Info.TypeName);
@@ -304,15 +303,11 @@ bool AssetsCache::FindAsset(const StringView& path, AssetInfo& info)
bool AssetsCache::FindAsset(const Guid& id, AssetInfo& info)
{
PROFILE_CPU();
bool result = false;
ScopeLock lock(_locker);
auto e = _registry.TryGet(id);
if (e != nullptr)
{
// Validate entry
if (!IsEntryValid(*e))
{
LOG(Warning, "Missing file from registry: \'{0}\':{1}:{2}", e->Info.Path, e->Info.ID, e->Info.TypeName);
@@ -325,7 +320,6 @@ bool AssetsCache::FindAsset(const Guid& id, AssetInfo& info)
info = e->Info;
}
}
return result;
}
@@ -379,27 +373,26 @@ void AssetsCache::RegisterAssets(FlaxStorage* storage)
// Check if storage contains ID which has been already registered
if (FindAsset(e.ID, info))
{
#if PLATFORM_WINDOWS
//PE: Windows - if you start your project using a shortcut/VS commandline -project , and using a upper/lower drive letter, it could ruin your scene.
//PE: On windows case do not matter so...
if (storagePath.ToLower() != info.Path.ToLower())
#if PLATFORM_WINDOWS
// On Windows - if you start your project using a shortcut/VS commandline -project, and using a upper/lower drive letter, it could the cache (case doesn't matter on OS)
if (StringUtils::CompareIgnoreCase(storagePath.GetText(), info.Path.GetText()) != 0)
{
LOG(Warning, "Founded duplicated asset \'{0}\'. Locations: \'{1}\' and \'{2}\'", e.ID, storagePath, info.Path);
duplicatedEntries.Add(i);
}
else
{
//PE: Remove from _registry so we can add it again later with the original ID, so we dont loose relations.
for (auto i = _registry.Begin(); i.IsNotEnd(); ++i)
// Remove from registry so we can add it again later with the original ID, so we don't loose relations
for (auto j = _registry.Begin(); j.IsNotEnd(); ++j)
{
if (i->Value.Info.Path.ToLower() == storagePath.ToLower())
_registry.Remove(i);
if (StringUtils::CompareIgnoreCase(j->Value.Info.Path.GetText(), storagePath.GetText()) == 0)
_registry.Remove(j);
}
}
#else
#else
LOG(Warning, "Founded duplicated asset \'{0}\'. Locations: \'{1}\' and \'{2}\'", e.ID, storagePath, info.Path);
duplicatedEntries.Add(i);
#endif
#endif
}
}
@@ -570,7 +563,6 @@ bool AssetsCache::RenameAsset(const StringView& oldPath, const StringView& newPa
bool AssetsCache::IsEntryValid(Entry& e)
{
#if ENABLE_ASSETS_DISCOVERY
// Check if file exists
if (FileSystem::FileExists(e.Info.Path))
{
@@ -620,10 +612,8 @@ bool AssetsCache::IsEntryValid(Entry& e)
return false;
#else
// In game we don't care about it because all cached asset entries are valid (precached)
// Skip only entries with missing file
return e.Info.Path.HasChars();
#endif
}